You see drama is what it is all about. The setting is dramatic. The monsters create a setting of constant physical danger. The real danger and drama in the world comes from the human conflicts. First the personal ones, between people at the ward. Then you will get into larger conflicts.. intra ward, intrawarden, political... you get the idea. However, if the conflict gets stale, you can inject a new source of drama.. star people, dragonoids, aliens from under the sea, a new plague, a plague that strikes only dragons, or any number of disasters. If the game does not have tension, if the gamet does not have the potential for change, if it has no inherent drama, then it become less interesting... potentially boring. We all know what happens to boring campaigns? That is right, They end, either mercifully (by the GM) or players begin to vote with their feet. So every campaign suppliment should always have a section on how to help build and maintain the drama of the campaign setting.

I am creating a listing of adventure/ plot ideas for a Kerren campaign. With some creative application, it becomes a chart. The raw types of plot lines are....

In process...... When properly formatted, it looks like a list with some small indentions, but it becomes a weighted "encounter chart" for scenario ideas. The numbers are two to three sizes smaller.. almost ignorable... The formatting sucks, need to work on this...

This current format is very much a chart. The Chart uses 1d20. The convention is to roll the given number and up to the next number listed. I need to play with these numbers to better represent things (as well as add a few entries).

Conflict with a Cluster Conflict with a village Conflict with a free Ward Conflict with another Ward Conflict types: Trade, Personal between leaders, Pride (because of crews), or other.

Defend a location from.. ZhaniÃƒÂ¢Ã¢â€šÂ¬Ã‚Â¦ Defending a location from Saurians

Discovery of OldThing (tech or items from colonists) Hunting for wild dragons Warren Duty, Clean, Dig, etc Revenge upon someone because of Duel-honor Duel-justice Duel-romance Birth in a Warren/ Cluster/ Village Death in a Warren/ Cluster/ Village Bonding season Hatching of a dragon egg

1) Strength of the Prime Warden 2) Strength of the Warden 3) Relationship to other Wards

For your campaign, you will need to make a decision for each of these points.

1) Prime Warden In times of a strong prime warden, wardens tend to toe the line. Things are orderly, static, and very traditional. Trade is controlled by the Prime Ward and may Wards end up doing things or trading things that are not always in their best interst.

In times of a weak prime warden, wardens tend to do what ever they want. While the prime warden and his people help keep things somewhat organized, the Wardens control what trade, manufacturing, and the resources of their Ward. They run things in such a way to benefit their ward, even though that might not be in the best interest of everyone. Times of weak prime wardens tend to be chaotic, ad hoc, and innovative.

There may be something in between, with the Prime Warden being weak in some areas, and strong in others. You will need to set up the relationship between each power block and the Prime Warden. Each Power block controls/ made up of a group of Wards, has a certain ideology (progressive, traditional, independent) and promotes a certain person for the next Prime Warden.

You will also need to determine if the Prime Warden is Young, Middle, or Old. If young, power blocks will be either currying favor or trying to discredit the Warden. (If discredited, the Warden will resign and a new one selected). If old, the jockying for position on who will be his replacement will be the primary topic. If the Prime Warden is middle years, then the various power blocks will try to intrigue against each other, trying to discredit or dishonor key members, to promote their own position in the Prime council.

2) Warden: What will be said for the Warden, will be the same as was said for the Prime Warden, but the scale will be different. The Warden has to deal with each Wing, The Crafters, The Warren folk, HighBloods, and each cluster, in much the same way the Prime Warden has to deal with Each Warden and the Highbloods.

3) Ward relationships. The history of ward relationships reflects the line of Wardens and the People of each ward. Just like there are rivalries between cities and states, their are rivalries between clusters and wards. These can be based on trade, on tournaments, something else that is prideful (Best Apples?), or some perceived slight (They allegedly did not support the Ward when Zhan came down/ or certain megafauna destroyed a cluster, so bad blood exists).

Note: Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.